This section covers all possible conditional clauses that can increase or decrease drop probability for each drop rule. All drop rules follows the same structure:
<condition>:<result>:<stop clause>​
<result> represents how the drop probability is affected if the conditional clause is met, and it can assume one of two formats:
<op><value>%​
<op> is either + (to increase the probability), - (to decrease it),(to multiply it) or = to set it to a specific value.​
<value> is a percentage, and must be a value between 0 and 100 (decimals can be used for higher precision after the dot. Example: 0.5%)​
<op><value>​
Here <op> has the same possible values, but <value> is treated as a floating representation of a percentage value. It must be a value between 0 and 1, where 0 represents 0%, and 1 represents 100%. To represent a 50% value, for example, you would write 0.5 without the '%' character. Be careful, as writing 0.5% is way different than typing 0.5.​
<stop clause> is an optional clause which can determine if the conditional evaluation should stop depending on the conditional clause result. It must be wither one of two options:
'stop if false': If the condition is not met, do not evaluate remaining clauses​
'stop if true': If the condition is met, do not evaluate remaining clauses​
This option can be useful if you require one condition to be met to evaluate other conditions. For example, if the actor's level is less than 10, don't bother testing other conditions.​
<condition> is the conditional clause itself. Consult the help file for a detailed description on all possible conditionals.